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Official Hex/ASM/Etc. Help Thread

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So I've been having this problem with Iceguy's Reset Level Sprite. The sprite is supposed to teleport the player back to the entrance of the area they're currently in when pressing the specified button.

Thing is, when I use it in certain levels, sometimes I will get a freeze when pressing the button to reset back to the beginning. In one level, it occurs from screen 07 on, and in two other levels, it occurs from screen 0A on. I can't really find a common denominator between these levels, but I am using other custom sprites in the level. However, there are no common sprites I'm using on the screens in which the freeze begins to happen between the levels.

Any idea what could be causing it? Or any other information you think may be helpful?
Do you have any idea how to fix it
Current game playing: Star Wars: Jedi Survivor (PS5)
Last game completed: Yoshi’s Woolly World (Wii U)

Work in progress:
Super Mario 16: Subcon Crisis
https://www.smwcentral.net/?p=viewthread&t=122231&page=1&pid=1608414#p1608414

Newest Release:
Super Mario World Master Quest Reborn
Super Mario Bros 2: Mega Mario X



Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
Originally posted by Alex No
Do you have any idea how to fix it


Just lower the 1up sprites to a range of 5 or less sprites at a time.
what purpose does ORG serve? Here's what I know about ORG it's short for origin

Code
ORG $8CA9 


how did you know to pick the address $8CDF for example in the SMB3 Pmeter that that was the tile in which to place the clock graphic? was it a matter of counting from $8CC1 which is the second line of the status bar and counting until you found the tile you wanted to place the clock graphic because I tried doing that and I didn't come up with the number $8CDF what would I have to do to reach that answer?
"Reluctance gets you nowhere, if you never ask for help you won't ever receive help. if you never try you may never fail but you'll never succeed either"
--Falkenheart
http://www.smwcentral.net/?p=post&do=reply&t=62550 finishing up my first patch any help is appreciated
ORG is used by the assembler, not the game. ORG tells the assembler where to stick your assembled code into the game. ORG &8CA9 is a ROM address.
Originally posted by Kaijyuu
ORG is used by the assembler, not the game. ORG tells the assembler where to stick your assembled code into the game. ORG &8CA9 is a ROM address.


I can only assume that $8CA9 is a free ROM address, an address not utilized in a clean ROM? because one question that I keep finding myself wanting to ask, is why to choose $8CA9 If it isn't a free address?

And that branches into my next question, if it isn't a free address how do you know that address is where the time on the status bar is located is there a way to calculate that? And I don't want to clutter up the forums so if there is any documentation on calculating ROM addresses, when you can't find the address on the map or in all.log?

I figured it out you count up by two each tile $0F09 in the RAM is a blank tile graphically, the ROM address of that tile is $8CA9 so while RAM counts up one byte at a time ROM counts up two bytes at a time, if my calculations serve me correctly?
"Reluctance gets you nowhere, if you never ask for help you won't ever receive help. if you never try you may never fail but you'll never succeed either"
--Falkenheart
http://www.smwcentral.net/?p=post&do=reply&t=62550 finishing up my first patch any help is appreciated
How do I activate the "5 yoshi coin collected" flag for levels?
Thanks :)
collect 5 yoshi coins ?_?

alternatively, store to $1420 and maybe also $1422 if you want the coins to show up on the status bar.

alternatively, use this:

Code
LDA level number ($13BF format)
LSR #3
TAY
LDA level number ($13BF format)
AND #$07
TAX
LDA $1F2F,y
ORA $05B35B,x
STA $1F2F,y


with the above, you can do it for another level (doesnt save to sram though)
Hm thanks, but doesnt work for what I wanted it to :(
Im trying to get the Alt Yoshi coin counter and the border icons you made in the ASM thread working togteher. I can replace the coin counter with the number of yoshi coins collected, but cant get the yoshi coin to appear after collecting 3 :/
Thought putting that code in would fix it, but not..

I also noticed (and it was commented in the altyoshicoin.asm) that collecting the third(or last) yoshi coin can be buggy as it wont give you the 1-up. Which is where i put the code :l
Originally posted by Falkenheart
I can only assume that $8CA9 is a free ROM address, an address not utilized in a clean ROM?

I'm afraid you'd be wrong in assuming that.

Originally posted by Falkenheart
because one question that I keep finding myself wanting to ask, is why to choose $8CA9 If it isn't a free address?

Because that's the place you want to hijack (=insert your own code/data at). Used ROM addresses are commonly hijacked to insert jump commands to custom code, which is then inserted at free ROM space.


 
I changed the hopping snifit from SMB2 so that it spits the ball as a custom sprite instead of extended sprite (because of a different behaviour).
My problem is that the Y position of the ball is not low enough:

I have used the following code for specifying the Y position:
Code
                    LDA $D8,x               ; \ set y position for new sprite
                    SEC                     ;  | (y position of generator - 1)
                    SBC #$00                ;  |
                    STA $00D8,y             ;  |
                    LDA $14D4,x             ;  |
                    SBC #$00                ;  |
                    STA $14D4,y             ; /

The #$00 at $00D8,y is the lowest possible position. CLC and ADC #$xx doesn't work, too. The problem might be, that it's just a 8x8-sprite instead of 16x16-sprite.
Does anyone have an idea how to get the Y position of the ball directly above the ground?
Try again with CLC ADC. There are two SBCs, you may have missed one last time.

Then set the first #$00 to #$05 or something; don't touch the second #$00, or your sprite will disappear completely.
<blm> zsnes users are the flatearthers of emulation
How do I have a powerup change partially change Mario sprite? I'm planning on replacing the Fire Flower with the hammer suit. Also I want to change the properties of the Fire Flower to mimic the properties of Hammer Suit. Also how do I edit the properties of the Cape as well? Sorry if I'm asking a lot, thanks though.
What can i Do. SM2DL must have an autosave function but i tried to use the autosave patch. But Mario stand still on the OW, what can i do?


Current game playing: Star Wars: Jedi Survivor (PS5)
Last game completed: Yoshi’s Woolly World (Wii U)

Work in progress:
Super Mario 16: Subcon Crisis
https://www.smwcentral.net/?p=viewthread&t=122231&page=1&pid=1608414#p1608414

Newest Release:
Super Mario World Master Quest Reborn
Super Mario Bros 2: Mega Mario X



Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
@Alex No: Are you using an old save file? OW elements such as the ones you show in your screenshot aren't updated as long as you don't start a new save file. It's not related to the Autosave patch, I think.

As for my question:

I remember uberASM has the function to directly write to OAM, unlike levelASM. But how do I actually achieve that? GET_DRAW_INFO wouldn't work in a patch, as far as I know, because it searches for the sprite's position and such.
Just store directly to OAM. aka: LDA #$30 : STA $0202, or LDA #$02 : STA $0424.

it's not meant for you to simply copypaste sprite code, just draw tiles onto the screen. If you want it to act like a real sprite, you can't use the sprite tables or indexes; you'll have to make your own (using the smw sprite tables/indexes will defeat the point of putting the sprite in levelcode in the first place ._. ).

Anyways, all GETDRAWINFO does pretty much is look for unused OAM slots. You can do this kinda easily by checking whether $0201,y or $0301,y is $F0, decreasing/increasing the Y index by 4 each time it isn't. Though you're right; it also happens to deal with high X position. idk how to translate that; just bug around until something works i guess.
Here's a really dumb question, but how do you guys manage to memorize ASM? Is there any tutorials with exercises or challenges, using information learned? I have a horrible memory that I need to condition.

And also, I was trying to use a tutorial about using Xkas, and it does not seem to be working. I have the newest version, and the hack that came with it works, but I am clueless as to how I can use the program, or how to remove/what file the hack is stored in.

Never hacked games before, but I want to start. Just wait until you see all the terrible ways I will mangle this game.
Better than the average positronic.
Originally posted by King Dedede
@Alex No: Are you using an old save file? OW elements such as the ones you show in your screenshot aren't updated as long as you don't start a new save file. It's not related to the Autosave patch, I think.



I use a new savefile. it is releated to the Autosave patch, because it happen when i inserted this patch

here i show what's happen

http://www.youtube.com/watch?v=ywPRmo-ylC0
Current game playing: Star Wars: Jedi Survivor (PS5)
Last game completed: Yoshi’s Woolly World (Wii U)

Work in progress:
Super Mario 16: Subcon Crisis
https://www.smwcentral.net/?p=viewthread&t=122231&page=1&pid=1608414#p1608414

Newest Release:
Super Mario World Master Quest Reborn
Super Mario Bros 2: Mega Mario X



Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
Originally posted by Cerebrate64
Here's a really dumb question, but how do you guys manage to memorize ASM? Is there any tutorials with exercises or challenges, using information learned? I have a horrible memory that I need to condition.

Well, I made an ASM tutorial, though it's not finished and hasn't been updated in forever (I might rewrite and continue writing it once the new Sprite Tool is out). There are also some in the Tutorials subforum, particularly Schwa's. I guess as far as memorizing the opcodes goes, you just familiarize yourself with a few at a time, and eventually you know all of them and their addressing modes.

Originally posted by Cerebrate64
And also, I was trying to use a tutorial about using Xkas, and it does not seem to be working. I have the newest version, and the hack that came with it works, but I am clueless as to how I can use the program, or how to remove/what file the hack is stored in.

Huh. What about it isn't working? It's not the type of program that you can just double-click on to open; you must run it through the command line (or terminal). Though I strongly recommend using Asar rather than xkas, as it is becoming the new standard for patches and the like and functions more or less the same as xkas does. Are you familiar with command-line programs at all? Also, ASM hacks would usually be stored in .asm files, which are simply text files with a different extension. (There are IPS patches for some of them, but those are horribly outdated and not accepted into the patch section.)

Originally posted by Cerebrate64
Never hacked games before, but I want to start. Just wait until you see all the terrible ways I will mangle this game.

Well, it's always nice to have a new ASM coder around. Good luck on mangling the game, then.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
I got some problems with the alternate yoshi coin counter. It don't saves the saveram or it don't make a new saveram file. That is a huge problem. This has to be fixed, all other of you has the same problem, that has used the alternate yoshi coin counter. It is because the saveram expansion I think.

Imamelia has coded it.
Current game playing: Star Wars: Jedi Survivor (PS5)
Last game completed: Yoshi’s Woolly World (Wii U)

Work in progress:
Super Mario 16: Subcon Crisis
https://www.smwcentral.net/?p=viewthread&t=122231&page=1&pid=1608414#p1608414

Newest Release:
Super Mario World Master Quest Reborn
Super Mario Bros 2: Mega Mario X



Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
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